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//========= Copyright � 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include "stdafx.h"
#include "Box3D.h"
#include "GlobalFunctions.h"
#include "MapDefs.h" // dvs: For COORD_NOTINIT
#include "MapDoc.h"
#include "MapEntity.h"
#include "MapStudioModel.h"
#include "Render2D.h"
#include "Render3D.h"
#include "ViewerSettings.h"
#include "hammer.h"
#include "materialsystem/IMesh.h"
#include "TextureSystem.h"
#include "Material.h"
#include "Options.h"
#include "camera.h"
#include "fadedlg.h"
#include "mapdoc.h"
#include "mapworld.h"
// memdbgon must be the last include file in a .cpp file!!!
#include <tier0/memdbgon.h>
#define STUDIO_RENDER_DISTANCE 400
IMPLEMENT_MAPCLASS(CMapStudioModel)
float CMapStudioModel::m_fRenderDistance = STUDIO_RENDER_DISTANCE; BOOL CMapStudioModel::m_bAnimateModels = TRUE;
//-----------------------------------------------------------------------------
// Purpose: Factory function. Used for creating a CMapStudioModel from a set
// of string parameters from the FGD file.
// Input : pInfo - Pointer to helper info class which gives us information
// about how to create the class.
// Output : Returns a pointer to the class, NULL if an error occurs.
//-----------------------------------------------------------------------------
CMapClass *CMapStudioModel::CreateMapStudioModel(CHelperInfo *pHelperInfo, CMapEntity *pParent) { const char *pszModel = pHelperInfo->GetParameter(0);
//
// If we weren't passed a model name as an argument, get it from our parent
// entity's "model" key.
//
if (pszModel == NULL) { pszModel = pParent->GetKeyValue("model"); }
//
// If we have a model name, create a studio model object.
//
if (pszModel != NULL) { bool bLightProp = !stricmp(pHelperInfo->GetName(), "lightprop"); bool bOrientedBounds = (bLightProp | !stricmp(pHelperInfo->GetName(), "studioprop")); return CreateMapStudioModel(pszModel, bOrientedBounds, bLightProp); }
return(NULL); }
//-----------------------------------------------------------------------------
// Purpose: Factory function. Creates a CMapStudioModel object from a relative
// path to an MDL file.
// Input : pszModelPath - Relative path to the .MDL file. The path is appended
// to each path in the application search path until the model is found.
// bOrientedBounds - Whether the bounding box should consider the orientation of the model.
// Output : Returns a pointer to the newly created CMapStudioModel object.
//-----------------------------------------------------------------------------
CMapStudioModel *CMapStudioModel::CreateMapStudioModel(const char *pszModelPath, bool bOrientedBounds, bool bReversePitch) { CMapStudioModel *pModel = new CMapStudioModel; pModel->m_pStudioModel = CStudioModelCache::CreateModel(pszModelPath); if ( pModel->m_pStudioModel ) { pModel->SetOrientedBounds(bOrientedBounds); pModel->ReversePitch(bReversePitch);
pModel->CalcBounds(); } else { delete pModel; pModel = NULL; } return(pModel); }
//-----------------------------------------------------------------------------
// Purpose: Constructor.
//-----------------------------------------------------------------------------
CMapStudioModel::CMapStudioModel(void) { Initialize(); InitViewerSettings(); }
//-----------------------------------------------------------------------------
// Purpose: Destructor. Releases the studio model cache reference.
//-----------------------------------------------------------------------------
CMapStudioModel::~CMapStudioModel(void) { if (m_pStudioModel != NULL) { CStudioModelCache::Release(m_pStudioModel); } }
//-----------------------------------------------------------------------------
// Purpose: Called by the renderer before every frame to animate the models.
//-----------------------------------------------------------------------------
void CMapStudioModel::AdvanceAnimation(float flInterval) { if (m_bAnimateModels) { CStudioModelCache::AdvanceAnimation(flInterval); } }
//-----------------------------------------------------------------------------
// Purpose:
// Input : bFullUpdate -
//-----------------------------------------------------------------------------
void CMapStudioModel::CalcBounds(BOOL bFullUpdate) { CMapClass::CalcBounds(bFullUpdate);
Vector Mins(0, 0, 0); Vector Maxs(0, 0, 0);
if (m_pStudioModel != NULL) { //
// The 3D bounds are the bounds of the oriented model's first sequence, so that
// frustum culling works properly in the 3D view.
//
QAngle angles; GetRenderAngles(angles);
m_pStudioModel->SetAngles(angles); m_pStudioModel->ExtractBbox(m_CullBox.bmins, m_CullBox.bmaxs);
if (m_bOrientedBounds) { //
// Oriented bounds - the 2D bounds are the same as the 3D bounds.
//
Mins = m_CullBox.bmins; Maxs = m_CullBox.bmaxs; } else { //
// The 2D bounds are the movement bounding box of the model, which is not affected
// by the entity's orientation. This is used for character models for which we want
// to render a meaningful collision box in the editor.
//
m_pStudioModel->ExtractMovementBbox(Mins, Maxs); }
Mins += m_Origin; Maxs += m_Origin;
m_CullBox.bmins += m_Origin; m_CullBox.bmaxs += m_Origin; }
//
// If we do not yet have a valid bounding box, use a default box.
//
if ((Maxs - Mins) == Vector(0, 0, 0)) { Mins = m_CullBox.bmins = m_Origin - Vector(10, 10, 10); Maxs = m_CullBox.bmaxs = m_Origin + Vector(10, 10, 10); }
m_BoundingBox = m_CullBox; m_Render2DBox.UpdateBounds(Mins, Maxs); }
//-----------------------------------------------------------------------------
// Purpose:
// Output : CMapClass
//-----------------------------------------------------------------------------
CMapClass *CMapStudioModel::Copy(bool bUpdateDependencies) { CMapStudioModel *pCopy = new CMapStudioModel;
if (pCopy != NULL) { pCopy->CopyFrom(this, bUpdateDependencies); }
return(pCopy); }
//-----------------------------------------------------------------------------
// Purpose: Makes this an exact duplicate of pObject.
// Input : pObject - Object to copy.
// Output : Returns this.
//-----------------------------------------------------------------------------
CMapClass *CMapStudioModel::CopyFrom(CMapClass *pObject, bool bUpdateDependencies) { Assert(pObject->IsMapClass(MAPCLASS_TYPE(CMapStudioModel))); CMapStudioModel *pFrom = (CMapStudioModel *)pObject;
CMapClass::CopyFrom(pObject, bUpdateDependencies);
// Create a new model instance (otherwise all models animate in the same way!)
m_pStudioModel = CStudioModelCache::CreateModel( pFrom->GetModelName() );
m_Angles = pFrom->m_Angles; m_Skin = pFrom->m_Skin; m_BodyGroup = pFrom->m_BodyGroup; m_bOrientedBounds = pFrom->m_bOrientedBounds; m_bReversePitch = pFrom->m_bReversePitch; m_bPitchSet = pFrom->m_bPitchSet; m_flPitch = pFrom->m_flPitch;
m_flFadeScale = pFrom->m_flFadeScale; m_flFadeMinDist = pFrom->m_flFadeMinDist; m_flFadeMaxDist = pFrom->m_flFadeMaxDist; m_ModelRenderColor = pFrom->m_ModelRenderColor; m_iSolid = pFrom->m_iSolid;
return(this); }
//-----------------------------------------------------------------------------
// Purpose:
// Input : bEnable -
//-----------------------------------------------------------------------------
void CMapStudioModel::EnableAnimation(BOOL bEnable) { m_bAnimateModels = bEnable; }
//-----------------------------------------------------------------------------
// Purpose: Returns this object's pitch, yaw, and roll.
//-----------------------------------------------------------------------------
void CMapStudioModel::GetAngles(QAngle &Angles) { Angles = m_Angles;
if (m_bPitchSet) { Angles[PITCH] = m_flPitch; } }
//-----------------------------------------------------------------------------
// Purpose: Returns this object's pitch, yaw, and roll for rendering.
//-----------------------------------------------------------------------------
void CMapStudioModel::GetRenderAngles(QAngle &Angles) { GetAngles(Angles);
if (m_bReversePitch) { Angles[PITCH] *= -1; } }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CMapStudioModel::Initialize(void) { m_Angles.Init(); m_bPitchSet = false; m_flPitch = 0; m_bReversePitch = false; m_pStudioModel = NULL; m_Skin = 0; m_BodyGroup = 0; m_ModelRenderColor.SetColor( 255, 255, 255, 255 );
m_flFadeScale = 1.0f; m_flFadeMinDist = 0.0f; m_flFadeMaxDist = 0.0f; m_iSolid = -1; }
//-----------------------------------------------------------------------------
// Purpose: Notifies that this object's parent entity has had a key value change.
// Input : szKey - The key that changed.
// szValue - The new value of the key.
//-----------------------------------------------------------------------------
void CMapStudioModel::OnParentKeyChanged(const char* szKey, const char* szValue) { if (!stricmp(szKey, "angles")) { sscanf(szValue, "%f %f %f", &m_Angles[PITCH], &m_Angles[YAW], &m_Angles[ROLL]); PostUpdate(Notify_Changed); } else if (!stricmp(szKey, "pitch")) { m_flPitch = atof(szValue); m_bPitchSet = true;
PostUpdate(Notify_Changed); } else if (!stricmp(szKey, "skin")) { m_Skin = atoi(szValue); PostUpdate(Notify_Changed); } else if (!stricmp(szKey, "body")) { m_BodyGroup = atoi(szValue); PostUpdate(Notify_Changed); } else if (!stricmp(szKey, "fademindist")) { m_flFadeMinDist = atoi(szValue); } else if (!stricmp(szKey, "fademaxdist")) { m_flFadeMaxDist = atoi(szValue); } else if (!stricmp(szKey, "fadescale")) { m_flFadeScale = atof(szValue); } else if (!stricmp(szKey, "rendercolor")) { int r, g, b; sscanf(szValue, "%d %d %d", &r, &g, &b); m_ModelRenderColor.SetColor( r, g, b, 255 ); } else if (!stricmp(szKey, "defaultanim")) { int nSequence = GetSequenceIndex( szValue ); if ( nSequence != -1 ) { m_pStudioModel->SetSequence( nSequence ); } } else if ( !stricmp( szKey, "solid") ) { m_iSolid = atof( szValue ); } }
//-----------------------------------------------------------------------------
// Purpose:
// Input : pRender -
//-----------------------------------------------------------------------------
bool CMapStudioModel::RenderPreload(CRender3D *pRender, bool bNewContext) { return(m_pStudioModel != NULL); }
//-----------------------------------------------------------------------------
// Draws basis vectors
//-----------------------------------------------------------------------------
static void DrawBasisVectors( CRender3D* pRender, const Vector &origin, const QAngle &angles) { matrix3x4_t fCurrentMatrix; AngleMatrix(angles, fCurrentMatrix);
pRender->PushRenderMode( RENDER_MODE_WIREFRAME );
CMeshBuilder meshBuilder; CMatRenderContextPtr pRenderContext( MaterialSystemInterface() ); IMesh* pMesh = pRenderContext->GetDynamicMesh(); meshBuilder.Begin( pMesh, MATERIAL_LINES, 3 );
meshBuilder.Color3ub(255, 0, 0); meshBuilder.Position3f(origin[0], origin[1], origin[2]); meshBuilder.AdvanceVertex();
meshBuilder.Color3ub(255, 0, 0); meshBuilder.Position3f(origin[0] + (100 * fCurrentMatrix[0][0]), origin[1] + (100 * fCurrentMatrix[1][0]), origin[2] + (100 * fCurrentMatrix[2][0])); meshBuilder.AdvanceVertex();
meshBuilder.Color3ub(0, 255, 0); meshBuilder.Position3f(origin[0], origin[1], origin[2]); meshBuilder.AdvanceVertex();
meshBuilder.Color3ub(0, 255, 0); meshBuilder.Position3f(origin[0] + (100 * fCurrentMatrix[0][1]), origin[1] + (100 * fCurrentMatrix[1][1]), origin[2] + (100 * fCurrentMatrix[2][1])); meshBuilder.AdvanceVertex();
meshBuilder.Color3ub(0, 0, 255); meshBuilder.Position3f(origin[0], origin[1], origin[2]); meshBuilder.AdvanceVertex();
meshBuilder.Color3ub(0, 0, 255); meshBuilder.Position3f(origin[0] + (100 * fCurrentMatrix[0][2]), origin[1] + (100 * fCurrentMatrix[1][2]), origin[2] + (100 * fCurrentMatrix[2][2])); meshBuilder.AdvanceVertex();
meshBuilder.End(); pMesh->Draw();
pRender->PopRenderMode(); }
//-----------------------------------------------------------------------------
// It should render last if any of its materials are translucent, or if
// we are previewing model fades.
//-----------------------------------------------------------------------------
bool CMapStudioModel::ShouldRenderLast() { return m_pStudioModel->IsTranslucent() || Options.view3d.bPreviewModelFade; }
//-----------------------------------------------------------------------------
// Purpose: Renders the studio model in the 2D views.
// Input : pRender - Interface to the 2D renderer.
//-----------------------------------------------------------------------------
void CMapStudioModel::Render2D(CRender2D *pRender) { Vector vecMins; Vector vecMaxs; GetRender2DBox(vecMins, vecMaxs);
Vector2D pt,pt2; pRender->TransformPoint(pt, vecMins); pRender->TransformPoint(pt2, vecMaxs);
color32 rgbColor = GetRenderColor(); bool bIsEditable = IsEditable();
if (GetSelectionState() != SELECT_NONE) { pRender->SetDrawColor( GetRValue(Options.colors.clrSelection), GetGValue(Options.colors.clrSelection), GetBValue(Options.colors.clrSelection) ); pRender->SetHandleColor( GetRValue(Options.colors.clrSelection), GetGValue(Options.colors.clrSelection), GetBValue(Options.colors.clrSelection) ); } else { pRender->SetDrawColor( rgbColor.r, rgbColor.g, rgbColor.b ); pRender->SetHandleColor( rgbColor.r, rgbColor.g, rgbColor.b ); }
int sizeX = abs(pt2.x-pt.x); int sizeY = abs(pt2.y-pt.y);
//
// Don't draw the center handle if the model is smaller than the handle cross
//
if ( bIsEditable && sizeX >= 8 && sizeY >= 8 && pRender->IsActiveView() ) { pRender->SetHandleStyle( HANDLE_RADIUS, CRender::HANDLE_CROSS );
pRender->DrawHandle( (vecMins+vecMaxs)/2 ); } QAngle vecAngles; GetRenderAngles(vecAngles);
bool bDrawAsModel = (Options.view2d.bDrawModels && ((sizeX+sizeY) > 50)) || IsSelected() || ( pRender->IsInLocalTransformMode() && !pRender->GetInstanceRendering() ); if ( !bDrawAsModel || IsSelected() ) { // Draw the bounding box.
pRender->DrawBox( vecMins, vecMaxs ); }
if ( bDrawAsModel ) { //
// Draw the model as wireframe.
//
m_pStudioModel->SetAngles(vecAngles); m_pStudioModel->SetOrigin(m_Origin[0], m_Origin[1], m_Origin[2]); m_pStudioModel->SetSkin(m_Skin); m_pStudioModel->SetBodygroups( m_BodyGroup );
if ( GetSelectionState()==SELECT_NORMAL || pRender->IsInLocalTransformMode() ) { // draw textured model half translucent
m_pStudioModel->DrawModel2D(pRender, 0.6 , false ); } else { // just draw the wireframe
m_pStudioModel->DrawModel2D(pRender, 1.0 , true ); } }
if ( IsSelected() ) { //
// Render the forward vector if the object is selected.
//
Vector Forward; AngleVectors(vecAngles, &Forward, NULL, NULL);
pRender->SetDrawColor( 255, 255, 0 ); pRender->DrawLine(m_Origin, m_Origin + Forward * 24); } }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
float CMapStudioModel::ComputeDistanceFade( CRender3D *pRender ) { Vector vecViewPos; pRender->GetCamera()->GetViewPoint( vecViewPos );
Vector vecDelta; vecDelta = m_Origin - vecViewPos;
float flMin = min(m_flFadeMinDist, m_flFadeMaxDist); float flMax = max(m_flFadeMinDist, m_flFadeMaxDist);
if (flMin < 0) { flMin = flMax + flMin; if( flMin < 0 ) { flMin = 0; } }
float alpha = 1.0f; if (flMax > 0) { float flDist = vecDelta.Length() * g_aFadeData[Options.view3d.nFadeMode].m_flFadeDistScale; if ( flDist > flMax ) { alpha = 0.0f; } else if ( flDist > flMin ) { alpha = RemapValClamped( flDist, flMin, flMax, 1.0f, 0 ); } } return alpha; }
//-----------------------------------------------------------------------------
// Computes fade from screen-space fading
//-----------------------------------------------------------------------------
float CMapStudioModel::ComputeScreenFadeInternal( CRender3D *pRender, float flMinSize, float flMaxSize ) { float flRadius = GetBoundingRadius(); float flPixelWidth = pRender->ComputePixelWidthOfSphere( m_Origin, flRadius );
float flAlpha = 0.0f; if ( flPixelWidth > flMinSize ) { if ( ( flMaxSize >= 0 ) && ( flPixelWidth < flMaxSize ) ) { if ( flMaxSize != flMinSize ) { flAlpha = ( flPixelWidth - flMinSize ) / ( flMaxSize - flMinSize ); flAlpha = clamp( flAlpha, 0.0f, 1.0f ); } else { flAlpha = 0.0f; } } else { flAlpha = 1.0f; } }
return flAlpha; }
//-----------------------------------------------------------------------------
// Computes fade alpha based on distance fade + screen fade
//-----------------------------------------------------------------------------
float CMapStudioModel::ComputeScreenFade( CRender3D *pRender ) { return 1.0; }
//-----------------------------------------------------------------------------
// Computes fade alpha based on distance fade + screen fade
//-----------------------------------------------------------------------------
float CMapStudioModel::ComputeScreenFade( CRender3D *pRender, float flMinSize, float flMaxSize ) { CCamera *pCamera = pRender->GetCamera(); if ( !pCamera ) return 1.0f;
int nWidth, nHeight; pCamera->GetViewPort( nWidth, nHeight );
float flScale = static_cast<float>( nWidth ) / g_aFadeData[Options.view3d.nFadeMode].m_flWidth; float flMin = flMinSize * flScale; float flMax = flMaxSize * flScale;
return ComputeScreenFadeInternal( pRender, flMin, flMax ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
float CMapStudioModel::ComputeLevelFade( CRender3D *pRender ) { float flAlpha = 1.0f; CMapDoc *pDoc = CMapDoc::GetActiveMapDoc(); if ( pDoc ) { CMapWorld *pWorld = pDoc->GetMapWorld(); if ( pWorld ) { // Note this isn't a bug here - look at the fgd.cfg!
const char *pszValueMin = pWorld->GetKeyValue( "maxpropscreenwidth" ); const char *pszValueMax = pWorld->GetKeyValue( "minpropscreenwidth" ); if ( pszValueMin && pszValueMax ) { float flMin = atof( pszValueMin ); float flMax = atof( pszValueMax ); flAlpha = ComputeScreenFade( pRender, flMin, flMax ); } } }
return flAlpha; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
float CMapStudioModel::ComputeFade( CRender3D *pRender ) { // Don't fade no matter what!
if ( m_flFadeScale == 0.0f ) return 1.0f;
// Are we forcing a low or medium level fade?
bool bForceFade = ( Options.view3d.nFadeMode == FADE_MODE_LOW || Options.view3d.nFadeMode == FADE_MODE_MED || Options.view3d.nFadeMode == FADE_MODE_360 || Options.view3d.nFadeMode == FADE_MODE_LEVEL );
// Do we have any distance fade parameters?
bool bCanFade = ( m_flFadeMaxDist != 0.0f );
// Do we need to fade?
if ( !bForceFade && !bCanFade ) return 1.0f;
// Calculate the screen or distance fade.
float flAlpha = 1.0f; if ( bCanFade ) { flAlpha = ComputeDistanceFade( pRender ); }
// Calculate the medium/low fades.
float flForceAlpha = 1.0f; if ( bForceFade ) { float flLevelAlpha = ComputeLevelFade( pRender ); flForceAlpha = ComputeScreenFade( pRender, g_aFadeData[Options.view3d.nFadeMode].m_flPixelMin, g_aFadeData[Options.view3d.nFadeMode].m_flPixelMax ); if ( flLevelAlpha < flForceAlpha ) { flForceAlpha = flLevelAlpha; } }
if ( flAlpha < flForceAlpha ) return flAlpha; else return flForceAlpha; }
//-----------------------------------------------------------------------------
// Purpose: Renders the studio model in the 3D views.
// Input : pRender - Interface to the 3D renderer.
//-----------------------------------------------------------------------------
void CMapStudioModel::Render3D(CRender3D *pRender) { Color CurrentColor; CurrentColor.SetColor( r, g, b );
//
// Set to the default rendering mode, unless we're in lightmap mode
//
if (pRender->GetCurrentRenderMode() == RENDER_MODE_LIGHTMAP_GRID) pRender->PushRenderMode(RENDER_MODE_TEXTURED); else pRender->PushRenderMode(RENDER_MODE_CURRENT);
//
// Set up our angles for rendering.
//
QAngle vecAngles; GetRenderAngles(vecAngles);
//
// If we have a model, render it if it is close enough to the camera.
//
if (m_pStudioModel != NULL) { Vector ViewPoint; pRender->GetCamera()->GetViewPoint(ViewPoint);
Vector Origin( m_Origin ); if ( pRender->GetInstanceRendering() ) { pRender->TransformInstanceVector( m_Origin, Origin ); }
if ((fabs(ViewPoint[0] - Origin[0]) < m_fRenderDistance) && (fabs(ViewPoint[1] - Origin[1]) < m_fRenderDistance) && (fabs(ViewPoint[2] - Origin[2]) < m_fRenderDistance)) { color32 rgbColor = GetRenderColor();
if (GetSelectionState() != SELECT_NONE) { pRender->SetDrawColor( GetRValue(Options.colors.clrSelection), GetGValue(Options.colors.clrSelection), GetBValue(Options.colors.clrSelection) ); } else { // If the user disabled collisions on this instance of the model, color the wireframe differently
if ( m_iSolid != -1 ) { if ( m_iSolid == 0 ) { rgbColor.r = GetRValue( Options.colors.clrModelCollisionWireframeDisabled ); rgbColor.g = GetGValue( Options.colors.clrModelCollisionWireframeDisabled ); rgbColor.b = GetBValue( Options.colors.clrModelCollisionWireframeDisabled ); rgbColor.a = 255; } else { rgbColor.r = GetRValue( Options.colors.clrModelCollisionWireframe ); rgbColor.g = GetGValue( Options.colors.clrModelCollisionWireframe ); rgbColor.b = GetBValue( Options.colors.clrModelCollisionWireframe ); rgbColor.a = 255; } } pRender->SetDrawColor( rgbColor.r, rgbColor.g, rgbColor.b ); }
//
// Move the model to the proper place and orient it.
//
m_pStudioModel->SetAngles(vecAngles); m_pStudioModel->SetOrigin(m_Origin[0], m_Origin[1], m_Origin[2]); m_pStudioModel->SetSkin(m_Skin); m_pStudioModel->SetBodygroups( m_BodyGroup );
float flAlpha = 1.0; if ( Options.view3d.bPreviewModelFade ) { flAlpha = ComputeFade( pRender ); }
bool bWireframe = pRender->GetCurrentRenderMode() == RENDER_MODE_WIREFRAME; if ( GetSelectionState() == SELECT_MODIFY ) bWireframe = true;
pRender->BeginRenderHitTarget(this); m_pStudioModel->DrawModel3D(pRender, m_ModelRenderColor, flAlpha, bWireframe ); pRender->EndRenderHitTarget();
if (IsSelected()) { pRender->RenderWireframeBox(m_Render2DBox.bmins, m_Render2DBox.bmaxs, 255, 255, 0); } } else { pRender->BeginRenderHitTarget(this); pRender->RenderBox(m_Render2DBox.bmins, m_Render2DBox.bmaxs, CurrentColor.r(), CurrentColor.g(), CurrentColor.b(), GetSelectionState()); pRender->EndRenderHitTarget(); } } //
// Else no model, render as a bounding box.
//
else { pRender->BeginRenderHitTarget(this); pRender->RenderBox(m_Render2DBox.bmins, m_Render2DBox.bmaxs, CurrentColor.r(), CurrentColor.g(), CurrentColor.b(), GetSelectionState()); pRender->EndRenderHitTarget(); }
//
// Draw our basis vectors.
//
if (IsSelected()) { DrawBasisVectors( pRender, m_Origin, vecAngles ); }
pRender->PopRenderMode(); }
//-----------------------------------------------------------------------------
// Purpose:
// Input : &File -
// bRMF -
// Output : int
//-----------------------------------------------------------------------------
int CMapStudioModel::SerializeRMF(std::fstream &File, BOOL bRMF) { return(0); }
//-----------------------------------------------------------------------------
// Purpose:
// Input : &File -
// bRMF -
// Output : int
//-----------------------------------------------------------------------------
int CMapStudioModel::SerializeMAP(std::fstream &File, BOOL bRMF) { return(0); }
//-----------------------------------------------------------------------------
// Purpose:
// Input : Angles -
//-----------------------------------------------------------------------------
void CMapStudioModel::SetAngles(QAngle &Angles) { m_Angles = Angles;
//
// Round very small angles to zero.
//
for (int nDim = 0; nDim < 3; nDim++) { if (fabs(m_Angles[nDim]) < 0.001) { m_Angles[nDim] = 0; } }
while (m_Angles[YAW] < 0) { m_Angles[YAW] += 360; }
if (m_bPitchSet) { m_flPitch = m_Angles[PITCH]; }
//
// Update the angles of our parent entity.
//
CMapEntity *pEntity = dynamic_cast<CMapEntity *>(m_pParent); if (pEntity != NULL) { char szValue[80]; sprintf(szValue, "%g %g %g", m_Angles[0], m_Angles[1], m_Angles[2]); pEntity->NotifyChildKeyChanged(this, "angles", szValue);
if (m_bPitchSet) { sprintf(szValue, "%g", m_flPitch); pEntity->NotifyChildKeyChanged(this, "pitch", szValue); } } }
//-----------------------------------------------------------------------------
// Purpose: Sets the distance at which studio models become rendered as bounding
// boxes. If this is set to zero, studio models are never rendered.
// Input : fRenderDistance - Distance in world units.
//-----------------------------------------------------------------------------
void CMapStudioModel::SetRenderDistance(float fRenderDistance) { m_fRenderDistance = fRenderDistance; }
//-----------------------------------------------------------------------------
// Purpose:
// Input : pTransBox -
//-----------------------------------------------------------------------------
void CMapStudioModel::DoTransform(const VMatrix &matrix) { BaseClass::DoTransform(matrix);
// rotate model angles
matrix3x4_t fRotateMatrix, fCurrentMatrix, fMatrixNew; fRotateMatrix = matrix.As3x4();
// Light entities negate pitch again!
if ( m_bReversePitch ) { QAngle rotAngles; MatrixAngles(fRotateMatrix, rotAngles); rotAngles[PITCH] *= -1; rotAngles[ROLL] *= -1; AngleMatrix(rotAngles, fRotateMatrix); }
QAngle angles; GetAngles( angles ); AngleMatrix( angles, fCurrentMatrix); ConcatTransforms(fRotateMatrix, fCurrentMatrix, fMatrixNew); MatrixAngles( fMatrixNew, angles );
SetAngles( angles ); }
//-----------------------------------------------------------------------------
// Purpose:
// Output : int
//-----------------------------------------------------------------------------
int CMapStudioModel::GetFrame(void) { // TODO:
return 0; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int CMapStudioModel::GetMaxFrame(void) { return m_pStudioModel->GetMaxFrame(); }
//-----------------------------------------------------------------------------
// Purpose:
// Input : nFrame -
//-----------------------------------------------------------------------------
void CMapStudioModel::SetFrame( int nFrame ) { m_pStudioModel->SetFrame( nFrame ); }
//-----------------------------------------------------------------------------
// Purpose: Returns the current sequence being used for rendering.
//-----------------------------------------------------------------------------
int CMapStudioModel::GetSequence(void) { if (!m_pStudioModel) { return 0; } return m_pStudioModel->GetSequence(); }
//-----------------------------------------------------------------------------
// Purpose:
// Output : int
//-----------------------------------------------------------------------------
int CMapStudioModel::GetSequenceCount(void) { if (!m_pStudioModel) { return 0; } return m_pStudioModel->GetSequenceCount(); }
//-----------------------------------------------------------------------------
// Purpose:
// Input : nIndex -
// szName -
//-----------------------------------------------------------------------------
void CMapStudioModel::GetSequenceName(int nIndex, char *szName) { if (m_pStudioModel) { m_pStudioModel->GetSequenceName(nIndex, szName); } }
//-----------------------------------------------------------------------------
// Purpose:
// Input : nIndex -
//-----------------------------------------------------------------------------
void CMapStudioModel::SetSequence(int nIndex) { if (m_pStudioModel) { m_pStudioModel->SetSequence(nIndex); } }
int CMapStudioModel::GetSequenceIndex( const char *pSequenceName ) const { if ( m_pStudioModel ) { int cnt = m_pStudioModel->GetSequenceCount(); for ( int i=0; i < cnt; i++ ) { char name[2048]; m_pStudioModel->GetSequenceName( i, name ); if ( Q_stricmp( pSequenceName, name ) == 0 ) return i; } }
return -1; }
//-----------------------------------------------------------------------------
// Purpose: Calculate the bounding radius of the studio model.
//-----------------------------------------------------------------------------
float CMapStudioModel::GetBoundingRadius( void ) { Vector vecMin, vecMax; GetCullBox( vecMin, vecMax ); return ( vecMin.DistTo( vecMax ) * 0.5f ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
const char *CMapStudioModel::GetModelName( void ) { if ( m_pStudioModel == NULL ) return NULL;
return m_pStudioModel->GetModelName(); }
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